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In this 2017 GDC talk, Robot Entertainment's Chris Stark explains the math and code behind predictive linear and ballistic projectile aiming in game design.

October 11, 2019

1 Min Read

In this 2017 GDC talk, Robot Entertainment's Chris Stark explains the math and code behind predictive linear and ballistic projectile aiming in game design.

It was a remarkably detailed dive deep into something most players (and some game designers) take for granted, as Stark walked the audience through some best practices for how to handle practical variations, and how (and when) to expose controls to designers.

It was a fascinating talk, especially if you know a gameplay programmer or work in the field yourself, so take advantage of the fact that Stark's talk is now free to watch via the official GDC YouTube channel!

About the GDC Vault

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page

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